/* Copyright (C) 2005-2013, Unigine Corp. All rights reserved.
 *
 * File:    fragment_base_sample.h
 * Desc:    Billboards base sample shader
 * Version: 1.02
 * Author:  Alexander Zapryagaev <frustum@unigine.com>
 *
 * This file is part of the Unigine engine (http://unigine.com/).
 *
 * Your use and or redistribution of this software in source and / or
 * binary form, with or without modification, is subject to: (i) your
 * ongoing acceptance of and compliance with the terms and conditions of
 * the Unigine License Agreement; and (ii) your inclusion of this notice
 * in any version of this software that you use or redistribute.
 * A copy of the Unigine License Agreement is available by contacting
 * Unigine Corp. at http://unigine.com/
 */

/******************************************************************************\
*
* OpenGL/OpenGLES
*
\******************************************************************************/

#ifdef OPENGL || OPENGLES
	
	fixed4 diffuse = texture2DAlpha(s_texture_0,s_texcoord_0.xy);
	fixed3 normal = texture2DNormal(s_texture_1,s_texcoord_0.xy);
	fixed4 specular = texture2D(s_texture_2,s_texcoord_0.xy);
	
/******************************************************************************\
*
* Direct3D11/Direct3D119
*
\******************************************************************************/

#elif DIRECT3D11 || DIRECT3D119
	
	half4 diffuse = texture2DAlpha(s_texture_0,s_sampler_0,IN.texcoord_0.xy);
	half3 normal = texture2DNormal(s_texture_1,s_sampler_1,IN.texcoord_0.xy);
	half4 specular = s_texture_2.Sample(s_sampler_2,IN.texcoord_0.xy);
	
#endif
